GGACR/Justice/Combos

From Dustloop Wiki
< GGACR‎ | Justice
Jump to navigation Jump to search
Justice


Template-info.png This page has been marked for cleanup.
This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.
Consider helping rewrite it.
Template-info.png This page is missing significant information. You can help by editing it.
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+P becomes 236P.
> = Proceed from the previous move to the following move.
land = Indicate that the player must land at a point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j = Jump
hj/sj = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
VA = Valkyrie Arc - 236P
SMS = S Michael Sword - 41236S
HMS = H Michael Sword - 41236H
SBT = Strike Back Tail (S.B.T.) - 623K
X Nuke/NB = Nuclear Blast (N.B.)- 22X
ST/Saperia = Saperia Trance - 236D
MB = Michael Blade - 632146H
IR = Imperial Ray - 632146S
Ultra Lightweights = BA, BR, JA, MA
Lightweights = DI, IN, JU, KL, MI
Midweights = AN, AX, CH, ED, FA, KY, SL, SO, TE, VE, ZA
Heavyweights = AB, JO, OS
Ultra Heavyweights = PO, RO
AB = A.B.A
AN = Anji Mito
AX = Axl Low
BA = Baiken
BR = Bridget
CH = Chipp Zanuff
DI = Dizzy
ED = Eddie
FA = Faust
IN = I-No
JA = Jam Kuradoberi
JO = Johnny
JU = Justice
KL = Kliff Undersn
KY = Ky Kiske
MA = May
MI = Millia Rage
PO = Potemkin
RO = Robo-Ky
SL = Slayer
SO = Sol Badguy
HOS= Order-Sol
TE = Testament
VE = Venom
ZA = Zappa

Introduction

Justice's combos are more or less the same regardless of whether you're in the corner or midscreen. Her aerial combo enders will push her back, even when you're in the corner.

Basic Combos

Below are some beginner combos that will help you know which knockdowns to look for and how to start your nuke game, if you want to use Justice as a sub, you can pretty much work with only these.

Combo Position Damage Tension cost Difficulty Notes Video
2P/5P(1)x2 > 2S > 2D > 22X Any ?? 0 Very Easy Basic knockdown into nuke setup, confirm out of mashed 2P/5P. Cancel the recovery frames of 2D into 22P or 22K for oki, this combo will leave the opponent around halfscreen away from you, walk behind the nuke for a low/high with 5P(2)/6P or a safejump with j.H. Use this agaisnt characters that get past Justice's fullscreen zoning easily (e.g. Dizzy, Bridget, Axl). link ref here
f.S > 5H > 2D > SMS Any ?? 0 Very Easy The 2D will sometimes whiff if the opponent is too far, in those cases just cancel the 5H into SMS. Leaves the opponent fullscreen away from you, usually allowing you to set up two to three nukes. Use this against characters that struggle against Justice's fullscreen nuke zoning (e.g. A.B.A, Slayer, Jam). link ref here
6P > f.S > 5H > HMS Any ?? 0 Easy Basic confirm from her standing overhead 6P. Leaves opponent very close to you. If 6P connects at max range the f.S will whiff on most characters. You can RC HMS for high damage. Finish this combo with SMS for fullscreen oki. link ref here
2H/6H > j.K/j.S(1) > j.D > dj.S(1) > j.H > air SMS Any ?? 0 Easy Basic launcher > air route, learn this one and it's variations, it's very important. Justice has many different ways to combo into 2H/6H > air route. You should do j.S(2) on Heavyweights. Gives fullscreen oki. link ref here
Throw/VA > 6H > j.S(1) > j.D > dj.S(1) > j.H > air SMS Any ?? 0 Easy Basic throw confirm. You can burst bait by slightly walking back before 6H. A microwalk forward before 6H helps makes this combo more consistent if started from Valkyrie Arc. Gives fullscreen oki. link ref here
5D > j.D > j.D > j.S(1) > j.D > air SMS Any ?? 0 Easy Simple dust confirm, works on everyone at any distance. Gives fullscreen oki. link ref here
6H > j.S(1) > j.D > dj.S(1) > j.H > air SMS FRC > 5K > f.S > SMS Any ?? 25 Medium Combo extension after an air SMS FRC, good damage for only 25 meter. The 5K after the SMS FRC needs to be delayed on CH, FA, HO, SO. Gives fullscreen oki. link ref here
2K > 2H > (c.S) > IR Any ?? 50 Easy Basic confirm into Imperial Ray super. Most useful when opponent is at low health to bypass guts scaling. Omit the c.S on Lightweights. Leaves opponent halfscreen away. link ref here
2K > 2D > MB > 6H > j.S(1) > j.D > dj.S(1) > j.H > air SMS Any ?? 50 Medium Basic confirm into Michael Blade super. Must be done close to opponent for the 6H to combo without FRC. Gives fullscreen oki. link ref here
6P > 5H > HMS RC > 6H > j.S(1) > j.D > dj.S(1) > j.H > air SMS Corner ?? 50 Medium 50 meter overhead confirm, works on everyone in the corner. Combos on some characters midscreen if a microwalk is done after the RC. Doesn't work if Justice is in the corner. The air SMS can be FRC'd for extra damage. Gives fullscreen oki. link ref here


Combo Theory

Air Combo Explanation

Most of Justice's starters lead into her air combo, which is some variation of j.K/j.S(1) > j.D > dj.S(1) > j.H > Special. Which air route should be used in a combo will vary widely with character, starter, and screen position. The special move used at the end of the air combo can be RC'd to extend your combo. Some common ways to confirm into air combo are:

  • 2H/6H
  • Throw > 6H
  • VA > 6H
  • Anti-air 6P
  • 6P > 5H > HMS RC > 6H
  • S.B.T FRC > 6H
  • CH HMS > 2H/6H
  • MB (FRC)
  • Anti-Air K Nuke > 6P/6H

The two most common ways to finish air combos are air SMS or a low j.H, these give fullscreen and halfscreen oki respectively, allowing you to set up your nukes and/or go for a j.H safejump. Adjusting your air route to every situation can be difficult and will require a good amount of awareness and experience. One of Justice strongest assets is her damage so it is very important to know your air routes so you can get the most damage out of your openings. In general, a different air combo will be used on each starter and on each weight class.

2K > 2H Confirms (point blank 6P can be used in place of 2K)
Combo Position Damage Tension cost Difficulty Notes Video
2K > 2H > j.S(1) > j.D > dj.S(1) > j.H > air SMS Any ?? 0 Medium Works on Ultra-Lightweights, Lightweights and HO,SO. First jump must be backwards to catch them after 2H, the double jump must be neutral. Will sometimes whiff on HO, SO due to their weird hurtboxes. link ref here
2K > 2H > c.S > j.S(1) > j.D > dj.S(1) > HMS > j.H Any ?? 0 Medium Works on all Middleweights, Heavyweights, and Ultra-Heavyweights. Very hard on FA. The final j.H might whiff if the 2H is done at max range link ref here
Throw/VA Confirms
Combo Position Damage Tension cost Difficulty Notes Video
Throw/VA > 6H > j.S(1) > j.D > dj.S(1) > j.H > air SMS Any ?? 0 Medium Works on Ultra-Lightweights. A microwalk forward after Throw/VA makes the combo more consistent. link ref here
Throw/VA > 6H > j.S(1) > j.D > dj.S(1) > HMS > j.H Any ?? 0 Medium Works on Lightweights. A microwalk forward after Throw/VA makes the combo more consistent. link ref here
Throw/VA > HMS > 2H > c.S > j.K > j.D > dj.S(1) > HMS > j.H Any ?? 0 Medium Works on all Middleweights, Heavyweights, and Ultra-Heavyweights except for KY, HO, RO, SL, SO. The c.S can be omitted to make the combo easier. Very inconsistent on FA. link ref here
Throw/VA > HMS > 2H > c.S > j.S(1) > j.D > dj.S(1) > j.H > air SMS Any ?? 0 Medium Variation of the above combo that works on KY, HO, RO, SL, SO. link ref here
Grounded 6P Confirms
Combo Position Damage Tension cost Difficulty Notes Video
6P > 5H > HMS RC > 6H > j.K > j.D > dj.K > j.D > air SMS Any ?? 50 Medium Works on Ultra-Lightweights, Lightweights, and Middleweights. 6H whiffs if Justice is close to the corner. Microwalk forward after the HMS RC. link ref here
6P > 5H > HMS RC > 6H > j.K > j.D > dj.P > dj.S(1) > j.H > air SMS Any ?? 50 Medium Works on Heavyweights and Ultra-Heavyweigths. 6H whiffs if Justice is close to the corner. Microwalk forward after the HMS RC. link ref here

j.S(1) > HMS RC Extensions

One of Justice's main enders for her air routes is dj.S(1) > HMS, for 50 meter the H Michael Sword can be RC'd on the first hit for a combo extension, the extension to be used is heavily dependent on your screen position, the height at which the HMS RC is done, and the weight class of the character being comboed. Sometimes you'll continue the combo by doing a second air combo; in some situations you might only be able to do a confirm into super (Imperial Ray is preferable due to combo scaling), or a combo into nuke for quick knockdown into oki. Always be aware of your screen position and height when doing HMS RC to ensure you can pick the best followup for the situation at hand. HMS RC leads to a wallbounce, giving you a good amount of time to pick the right extension. A basic extension looks like:

Launcher > Air Route > dj.S(1) > HMS RC > land > j.K > j.D > dj.S(1) > SMS (Midscreen, doesn't work on Ultra-Lightweights)

If the opponent is lower than Justice when the HMS hits, do j.P > j.S(1) instead of j.K. The general idea is to continue the combo with an immediate jumping normal into air combo or some jump cancellable ground-normal-into-air combo. Some other useful extensions are:

j.S(1) > HMS RC Extensions
Combo Position Damage Tension cost Difficulty Notes Video
... > dj.S(1) > HMS RC > land > S/H/D Nuke > SMS Midscreen ?? 50 Medium Doesn't work on Ultra-Lightweights. Buffer the nuke right before landing to ensure it connects, the nuke can be FRC'd to further extend the combo. link ref here
... > dj.S(1) > HMS RC > land > IR Midscreen ?? 100 Medium Doesn't work on Ultra-Lightweights. link ref here
... > dj.S(1) > HMS RC > land > 6P > j.K > j.D > dj.K > j.D > SMS Midscreen ?? 50 Medium Only works on Ultra-Heavyweights. link ref here
... > dj.S(1) > HMS RC > land > (5K) > 6P > j.K > j.S(1) > SMS Corner ?? 50 Medium Side-switch from corner, omit the 5K on Ultra-Lightweights. link ref here

While these routes are somewhat expensive (50+ meter) for the amount of damage they do, they're still useful to know as they are pretty consistent and easier than air SMS FRC extensions.

Air Throw Combos

Air throw combos are typically done after RC, but can be done meterless on specific characters. Note that without RC airthrow puts her on the same side as throw direction.

Air Throw RC

Most common followups are 6P and c.S into air combo ending with either fullscreen knockdown or 1 hit SMS. The side Justice ends up on is character specific and is illustrated below.


Same side as airthrow direction                          
Opposite side of airthrow direction                      
Always P1 side  

Meterless Combos

Justice airthrow can be jump installed by holding 8 when it connects to the ground. Certain combos use superjump and by having jump install you can jump again to continue combo and get optimal okizeme.

Combo Position Works On Notes
AT > 5P(1)/2P > 5K > SMS Anywhere/Corner AB, BA, IN (anywhere)
AX, JA, MI (corner only)
2P on Axl and Millia. 5P on everyone else.
Not worth resetting neutral instead of going for oki unless it kills.
AT > 2P > 5K > j.KD > SMS Deep corner AX Axl specific extension. Still not worth doing.
AT > 5P(1) > 5K > j.PKD > dj.KD > SMS Midscreen KL Grants fullscreen oki.
AT > 2P > 2S > j.KD > dj.KD > SMS Midscreen MA Simmilar to the Kliff route above.
AT > 2P > 5K > sj.KPK > j.S(1) > j.H > c.S > ... Midscreen JU Relaunch combo. Potential followups include: sideswitch, 1 hit SMS, j.P loops.
AT > JI > [2P > 5P(1) > 5K] or [2P > 2S] > sj.PKPK > j.S(2) > dj.S(1) > j.H > SMS Midscreen BR, TE 1 hit SMS route. 5K version for Testament. 2S version for Bridget.
Always worth doing to tack extra damage, but can be somewhat hard.

CH Airthrow

Very rare occurence. All end with 1 hit sword oki. Multiple may work on some characters.

Combo Optimal on Notes
CH AT > 6H > j.S(1)/(2) > j.D > dj.S(1) > j.H > SMS AB, AN, AX, BA, BR, CH, DI, IN, JA, JU, KL, MA, MI, TE j.S(1) on lightweights. j.S(2) on others.
CH AT > 2H > j.K > j.D > dj.S(1)/(2) > j.H > SMS ED, KY, PO, SL, VE, ZA j.S(2) for Potemkin.
CH AT > 2H > j.K > j.S(1) > j.D > dj.S(1) > j.H > SMS JO, SO, OS, RO Extremely hard on Johnny.
CH AT > JI > 2S > sj.PKPK > j.S(1) > j.D > dj.S(1) > j.H > SMS FA

Optimal Okizeme

The optimal oki combo ends with a 1 hit air S Michael Sword that happens when your opponent is slight below and behind you when j.H hits. Every starter, route, character is a different combo and not always possible. Her air routes are dependent on height adjustment and awareness, in general it goes like (something > j.K/j.S) > j.D > dj.S > {j.H > air S Michael Sword}/{air H Michael Sword, j.H}, air S Michael Sword will throw your opponent far away, while air H Michael Sword will put them closer, knowing when to do each ender and against who is vital for your justice gameplan.

List of optimized combo routes: https://docs.google.com/spreadsheets/d/1pmRvOEEh7IF0py8EtLXY_mnzu4cHhPyRbY6cNAAnlZI/edit#gid=0

Video Examples

Starter BnBs https://www.youtube.com/watch?v=bQlgKKz1hig

Great Justice combo video https://www.youtube.com/watch?v=G_3s8LGbGq4

Justice 6H Michael Sword -> Super example https://www.youtube.com/watch?v=x_hUAtaxg_E

Mikado +R Justice matches https://www.youtube.com/watch?v=AnEYdSXO8bg

Hotta beginner combos https://www.youtube.com/watch?v=e7YWQkDlTC4

Justice 1 Hit Sword setups off 6P/2K https://youtube.com/playlist?list=PLEBa7fFmeCNCwxZf3qB8CUGtZnDSyZOH-

Justice FRC Tutorial https://youtu.be/rZFKWaWEejo

Hotta Combos

Hotta Justice c.S anti-air j.P loop on Wiki editor :( https://www.twitch.tv/hari_hotta_/clip/BrightGiantAyeayeCeilingCat

Hotta Faust Throw j.P loop https://clips.twitch.tv/PleasantNaiveMartenPMSTwin

Hotta Testament Michael Sword oki ender https://clips.twitch.tv/TardyDistinctAardvarkSmoocherZ

Hotta Testament j.P 2d Micheal Blade frc confirm https://clips.twitch.tv/UnsightlyFaithfulJackalNinjaGrumpy

Hotta Chipp throw combo https://clips.twitch.tv/PrettyBillowingPlumageDendiFace

Hotta Testament risc air Michael Sword Sape conversion https://clips.twitch.tv/PrettiestImportantDotterelKappa

Hotta Faust rounstart 2h ch conversion https://clips.twitch.tv/CautiousObeseJayPastaThat

Hotta Kliff simple K nuke J.H convert https://clips.twitch.tv/BreakableJazzyOctopusWoofer

Hotta Sol SBT frc backwards Michael Sword ender https://clips.twitch.tv/GloriousAbnegateNightingalePanicVis

Hotta Dizzy ch one hit Air Michael Sword into j.P loop https://clips.twitch.tv/PricklyTriangularScallionPanicBasket

Hotta Dizzy 6h roundstart combo into SBT frc combo Michael Sword oki ender https://clips.twitch.tv/BombasticFantasticPlumberBrokeBack

Hotta Dizzy K nuke anti air confirm into Throw j.D ender https://clips.twitch.tv/SucculentBrightYakBigBrother

Hotta Dizzy high j.p jump in confirm simple combo https://clips.twitch.tv/ColdBlatantDeerDatBoi

Hotta Dizzy K/H nuke antiair burstbait combo into 6h ch combo https://clips.twitch.tv/TacitFriendlyPuppyMVGame

Hotta Dizzy 6h ch Michael Sword oki ender into nuke j.D left/right setup https://clips.twitch.tv/CooperativeQuaintTildeOpieOP

Hotta Dizzy roundstart j.p mash confirm into j.s anti air confirm https://clips.twitch.tv/BitterPricklyYakinikuChocolateRain

Hotta Dizzy c.S anti air combo into 6P H Michael Sword RC 6H combo https://clips.twitch.tv/AltruisticHeartlessSoymilkKappa

Hotta Dizzy j.H ch air to air burst safe into 6h backwards Michael Sword combo https://clips.twitch.tv/CloudyMoistUdonTriHard

Hotta Jam 2h one hit CH anti air JD ender https://clips.twitch.tv/NastyBigRedpandaMcaT

Hotta Jam c.S anti air combo into 2h one hit ch j.P loop (dropped) https://clips.twitch.tv/BraveSquareLardRitzMitz

Hotta Sol S/P Nuke anti air burst safe j.P mash into Sape into j.P https://clips.twitch.tv/StupidHelplessGarlicSoonerLater

Hotta anti air Michael Sword into K nuke into Michael Blade https://clips.twitch.tv/HotSillyElephantArsonNoSexy

Hotta Jam 75 tension Throw Imperial Ray combo https://clips.twitch.tv/QuaintFrailFlamingoNononoCat

Hotta Zappa 75 tension 5P Michael Blade frc combo https://clips.twitch.tv/TardyGentleRaccoonDerp

Hotta Zappa Michael Blade frc combo https://clips.twitch.tv/VenomousSlickOryxMVGame

Hotta Zappa 6h combo https://clips.twitch.tv/AcceptableDirtyOpossumBabyRage

Hotta Zappa ground P nuke confirm https://clips.twitch.tv/GleamingBreakableAdminDBstyle

Hotta Zappa 6H Michael Sword frc combo https://clips.twitch.tv/GracefulPeacefulHippoKappaWealth

Hotta Zappa Throw Michael Sword oki ender https://clips.twitch.tv/ApatheticVastSrirachaDAESuppy

Hotta Pot P Nuke confirm combo into j.D ch combo https://clips.twitch.tv/CleverHelpfulMeerkatWTRuck

Hotta Jam Valk Arc corner Burst Safe into c.S combo https://clips.twitch.tv/TriumphantDiligentBaguetteFutureMan

Hotta Jam j.P air to air into j.P loop https://clips.twitch.tv/BeautifulStormyCroquetteSuperVinlin

Hotta Aba H nuke anti air conversion https://clips.twitch.tv/AssiduousBlitheAsteriskPeoplesChamp

Hotta Aba 6P -> c.S anti air conversion into air S Michael Sword frc ch throw bait combo https://clips.twitch.tv/ThoughtfulExpensiveDovePeanutButterJellyTime

Hotta Testament corner S Michael Sword ch simple combo https://clips.twitch.tv/CrazyColorfulPineappleRedCoat

Hotta Pot 6h combo https://clips.twitch.tv/ColorfulAverageGorillaSquadGoals

Hotta Testament Throw Michael Sword oki ender https://clips.twitch.tv/BraveHappyWalrusFreakinStinkin

Hotta Aba P nuke trap anti air Michael Sword oki Ender https://clips.twitch.tv/ElegantRealRatHotPokket

Hotta Johnny P nuke trap anti air combo https://clips.twitch.tv/MoistDarkRingThunBeast

Hotta Johnny j.K air to air conversion https://clips.twitch.tv/HandsomeHealthyNuggetsOptimizePrime

Hotta Johnny 2h combo into 6p combo https://clips.twitch.tv/DeterminedPoisedLettuceBCWarrior

Hotta HoS j.H with K Nuke Michael Blade Oki ender https://clips.twitch.tv/TentativeGiftedDogePermaSmug

Hotta Zappa Reversal Michael Blade Michael Sword oki ender https://clips.twitch.tv/BoringFamousEggnogKappaClaus

Hotta Zappa 6p c.S 6p anti air combo https://clips.twitch.tv/VibrantAntsyCheesecakeKappaWealth

Hotta Slayer corner Max Risc throw combo https://www.twitch.tv/hari_hotta_/clip/SecretiveBovineOstrichDoggo

Hotta Testament 2H starter rejump combo https://www.twitch.tv/hari_hotta_/clip/SecretiveBovineOstrichDoggo

Hotta Millia RISC TOD https://youtu.be/HR7G6k6PbFY?t=146

Hotta Baiken CH 6h air Michael Sword oki ender https://youtu.be/3oII_zuuPX4?t=1620

Hotta Testament Air Throw Saperia air Michael Sword oki ender https://youtu.be/x5NgDtnS2Xg?t=10001

Hotta May corner Throw combo https://youtu.be/x5NgDtnS2Xg?t=8244

Hotta May H-Sword air hit Combo https://youtu.be/x5NgDtnS2Xg?t=8687

Hotta May counter hit Michael Blade side switch https://youtu.be/x5NgDtnS2Xg?t=8770

Hotta Robo-Ky counter hit 6h j.H ender https://youtu.be/x5NgDtnS2Xg?t=6478

Hotta Robo-Ky 6H side switch combo https://youtu.be/x5NgDtnS2Xg?t=6489

Hotta Robo-Ky throw 2H Saperia j.P loop? https://youtu.be/x5NgDtnS2Xg?t=6636

Hotta Robo-Ky double nuke j.P loop https://youtu.be/x5NgDtnS2Xg?t=6742

Hotta Robo-Ky anti air nuke c.S conversion https://youtu.be/x5NgDtnS2Xg?t=6789

Hotta Robo-Ky anti air nuke c.S conversion https://youtu.be/x5NgDtnS2Xg?t=6801

Hotta Robo-Ky Throw air Michael Sword oki ender https://youtu.be/x5NgDtnS2Xg?t=6851

Hotta Slayer counter hit 2H side switch combo https://youtu.be/x5NgDtnS2Xg?t=7538

Hotta Bridget j.k air to air air Michael Sword oki ender https://clips.twitch.tv/FlirtyViscousMelonDBstyle-ti28YEo6XcO6W3B2

Navigation

Justice